Shader "#NVJOB/Standard/2-Sided" {

Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}

_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}

[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}

_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
_ParallaxMap ("Height Map", 2D) = "black" {}

_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}

_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}

_DetailMask("Detail Mask", 2D) = "white" {}

_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}

[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0


// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}


CGINCLUDE
#define UNITY_SETUP_BRDF_INPUT MetallicSetup
ENDCG


SubShader {
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300


// ------------------------------------------------------------------
//  Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }

Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off

CGPROGRAM
#pragma target 3.0

// -------------------------------------

#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _PARALLAXMAP

#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma multi_compile_instancing

#pragma vertex vertBase
#pragma fragment fragBase
#include "UnityStandardCoreForward.cginc"

ENDCG
}

// ------------------------------------------------------------------

Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
Fog { Color (0,0,0,0) }
ZWrite Off
ZTest LEqual
Cull Off

CGPROGRAM
#pragma target 3.0


// -------------------------------------


#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _PARALLAXMAP

#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog

#pragma vertex vertAdd
#pragma fragment fragAdd
#include "UnityStandardCoreForward.cginc"

ENDCG
}

// ------------------------------------------------------------------
//  Shadow rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }

ZWrite On ZTest LEqual
Cull Off

CGPROGRAM
#pragma target 3.0

// -------------------------------------


#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
//#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster

#include "UnityStandardShadow.cginc"

ENDCG
}
// ------------------------------------------------------------------
//  Deferred pass
Pass
{
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
Cull Off

CGPROGRAM
#pragma target 3.0
#pragma exclude_renderers nomrt


// -------------------------------------

#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _PARALLAXMAP

#pragma multi_compile_prepassfinal
#pragma multi_compile_instancing
// Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
//#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma vertex vertDeferred
#pragma fragment fragDeferred

#include "UnityStandardCore.cginc"

ENDCG
}

// ------------------------------------------------------------------


Pass {
Name "META"
Tags { "LightMode"="Meta" }

Cull Off

CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta

#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION

#include "UnityStandardMeta.cginc"
ENDCG
}
}


SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 150


// ------------------------------------------------------------------


Pass {

Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }

Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off

CGPROGRAM
#pragma target 2.0

#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF

#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

#pragma multi_compile_fwdbase
#pragma multi_compile_fog

#pragma vertex vertBase
#pragma fragment fragBase
#include "UnityStandardCoreForward.cginc"

ENDCG
}


// ------------------------------------------------------------------
//  Additive forward pass (one light per pass)
Pass {
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
Fog { Color (0,0,0,0) } // in additive pass fog should be black
ZWrite Off
ZTest LEqual
Cull Off

CGPROGRAM
#pragma target 2.0

#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature ___ _DETAIL_MULX2
// SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP
#pragma skip_variants SHADOWS_SOFT

#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog

#pragma vertex vertAdd
#pragma fragment fragAdd
#include "UnityStandardCoreForward.cginc"

ENDCG
}


// ------------------------------------------------------------------
//  Shadow rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }

ZWrite On ZTest LEqual
Cull Off

CGPROGRAM
#pragma target 2.0

#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma skip_variants SHADOWS_SOFT
#pragma multi_compile_shadowcaster

#pragma vertex vertShadowCaster
#pragma fragment fragShadowCaster

#include "UnityStandardShadow.cginc"

ENDCG
}



Pass {
Name "META"
Tags { "LightMode"="Meta" }

Cull Off

CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta

#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION

#include "UnityStandardMeta.cginc"
ENDCG
}
}



FallBack "VertexLit"
CustomEditor "StandardShaderGUI"
}
